Turns out the current mechanic for Izzet is more suited to Boros, which has led me into the arms of a different mechanic for Izzet - Intensify, the lovechild of Escalate (which I long ago designed for Izzet) and Subterranean Tremors. Any ideas for a better name than "Incremental"?
Smoke Bomb (Common) R
Sorcery
Intensify 2R(Pay this cost as you cast this spell to choose the next mode in sequence.)
Target creature can't block this turn.
Smoke Bomb deals 3 damage to that creature.
Smoke Bomb deals 5 damage to that creature's controller.
Smoke Bomb (Common) R
Sorcery
Intensify 2R(Choose the next mode for each 2R you spend to cast this spell.)
Target creature can't block this turn.
Smoke Bomb deals 3 damage to that creature.
Smoke Bomb deals 5 damage to that creature's controller.
Seeing as how Arcane doesn't belong in Ravnica, I've revisited this mechanic. I think I've found the right wording in Strive. These ten cards are the rough draft. Some of the names are placeholders. I welcome suggestions for both names and modes. tyia!
Fly Hard (Common) U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gains flying until end of turn.
• Target creature has base power and toughness 3/3 until end of turn.
• Target creature gains +2/+2 until end of turn.
Magic Eraser (Common) 1U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target player mills two cards.
• Target player mills four cards.
• Target player mills eight cards. I would very much like a mill card with this mechanic, but it's extremely wordy. Any advice here?
Favorable Odds (Common) 2U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Tap up to two target creatures.
• Draw two cards.
• Untap up to two target creatures.
Deep Thought (Uncommon) U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Scry 1.
• Scry 3.
• Scry 5.
Accelerated Aether (Rare) 2UU
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• You may cast target sorcery card from your graveyard without paying its mana cost.
• You may cast a sorcery card from your hand without paying its mana cost.
• You may cast a sorcery card from outside the game without paying its mana cost.
Adrenaline Rush (Common) R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +2/+2 until end of turn turn.
• Target creature has trample until end of turn.
• Target creature deals damage equal to its power to target creature.
Dynamize (Common) 1R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +1/+0 until end of turn.
• Target creature gets +2/+0 until end of turn.
• Target creature gets +3/+0 until end of turn.
Card Name (Common) 2R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• effect
• effect
• effect
Spark Gap (Uncommon) R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Spark Gap deals 1 damage to target creature.
• Spark Gap deals 2 damage to target creature.
• Spark Gap deals 3 damage to target creature.
Chaos Storm (Rare) 2RR
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Destroy all noncreature artifacts.
• Chaos Storm can’t be countered.
• Destroy all nonbasic lands.
Looks promising, Incremental sounds too small, and Magnify sounds like the exact effect should get larger, not add additional effects; looking for synonyms, my preferences are: aggrandize, augment, intensify.
Galvanize creates a flavor disconnect since that word is used more for artifacts, untapping permanents, and lightning spells rather than what you're trying to accomplish here. Empower is an extremely well-worn word, but it does suit this kind of kicker mechanic. User_938036's intensify idea also sounds really good here. It's a shame that amplify is already taken.
Galvanize, sounds very metal or electricity related, it doesn't really matter that it doesn't have to be, it sounds that way. If your unhappy with my other suggestions; exacerbate-but only put on negative effects, boost-it feels lacking but simple is good. I've got to say though my favorite has been Intensify, followed by Augment, there are much better words, but they've already been used.
Sorry for the double post. I'm trying to figure out a way to have all of the modes, even the first/base "mode" you get just from casting the spell, under the Intensify cost/text. But I can't see the forest for the trees so I'm looking for a little outside help with the reminder text.
It needs to make clear that you get the effects in order. This is what I have right now (also added to the op).
Smoke Bomb (Common) R
Sorcery
Intensify 2R(Choose the next mode for each 2R you spend to cast this spell.)
Target creature can't block this turn.
Smoke Bomb deals 3 damage to that creature.
Smoke Bomb deals 5 damage to that creature's controller.
Intensify 2R (You may pay an additional 2R up to twice as you cast this spell)
Target creature can't block this turn.
Smoke Bomb deals 3 damage to that creature if you intensified.
Smoke Bomb deals 5 damage to that creature's controller if you intensified twice.
Very few trios of effects can be written with even a single one of them on a single line, so the additional words don't necessarily add lines, and the wording takes less space if you use a single paragraph as on Tremors (though it's probably going to be 5-6 lines on most cards, I'd assume).
Seeing as how Arcane doesn't belong in Ravnica, I've revisited this mechanic. I think I've found the right wording in Strive. These ten cards are the rough draft. Some of the names are placeholders. I welcome suggestions for both names and modes. tyia!
Fly Hard (Common) U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gains flying until end of turn.
• Target creature has base power and toughness 3/3 until end of turn.
• Target creature gains +2/+2 until end of turn.
Magic Eraser (Common) 1U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target player mills two cards.
• Target player mills four cards.
• Target player mills eight cards. I would very much like a mill card with this mechanic, but it's extremely wordy. Any advice here?
Favorable Odds (Common) 2U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Tap up to two target creatures.
• Draw two cards.
• Untap up to two target creatures.
Deep Thought (Uncommon) U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Scry 1.
• Scry 3.
• Scry 5.
Accelerated Aether (Rare) 2UU
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• You may cast target sorcery card from your graveyard without paying its mana cost.
• You may cast a sorcery card from your hand without paying its mana cost.
• You may cast a sorcery card from outside the game without paying its mana cost.
Adrenaline Rush (Common) R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +2/+2 until end of turn turn.
• Target creature has trample until end of turn.
• Target creature deals damage equal to its power to target creature.
Dynamize (Common) 1R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +1/+0 until end of turn.
• Target creature gets +2/+0 until end of turn.
• Target creature gets +3/+0 until end of turn.
Card Name (Common) 2R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• effect
• effect
• effect
Spark Gap (Uncommon) R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Spark Gap deals 1 damage to target creature.
• Spark Gap deals 2 damage to target creature.
• Spark Gap deals 3 damage to target creature.
Chaos Storm (Rare) 2RR
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Destroy all noncreature artifacts.
• Chaos Storm can’t be countered.
• Destroy all nonbasic lands.
The "beyond the first" wording is already used with escalate. As phrased now, I (as a new player) would assume based off of prior exposure that I can choose any mode without paying the intensify cost. Which as I understand it isn't the intent.
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EDH/Commander
(W/U)(W/U)Raff Capashen, Ship's Mage: The New da Vinci (historic control)
(W/B)(W/B)Teysa Karlov: Death Be Not Kind (aristocrats)
(R/G)(R/G)Hallar, the Firefletcher: Yavimaya Burning (kicker and counters)
(B/G)(G/U)Sidisi, Brood Tyrant: Queen of the Damned (dredge)
Maybe Build
(W/U)(U/B)Aminatou, the Fateshifter: And a Child Shall Lead Them (superfriends)
The "beyond the first" wording is already used with escalate. As phrased now, I (as a new player) would assume based off of prior exposure that I can choose any mode without paying the intensify cost. Which as I understand it isn't the intent.
Oh, it isn't? Well, I was going to comment on how I don't get why strictly stronger/weaker modes are paired with each other. If you want different "levels" of intensity, then you probably should enumerate them similar to the level up frame and saga
Card Name
Instant (Common)
Intensify <foo> (You may raise this spells intensity by 1 for each additional <foo> you pay.)
effect
effect
effect
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Oh, it isn't? Well, I was going to comment on how I don't get why strictly stronger/weaker modes are paired with each other.
They're still in the rough. I welcome your design ideas. As I'm this is the second iteration of a two set block consisting of ~510 cards, my creative well is nigh dry.
I have a suggestion for your mill spell, but it involves a minor rules change:
"Destroy the top N cards of target player's library."
I've proposed this wording here before, and I think it works well as a "keyword" for mill, but it involves changing the definition of the word "destroy" to include cards not on the battlefield. People also bring up indestructible, but I don't think that matters for the same reason a hexproof spell can be targetted by a counterspell.
I think this rules change would probably be best introduced in a set with a major mill theme. If the Dimir are included here, I think this qualifies.
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Any ideas for a better name than "Incremental"?Smoke Bomb (Common)
R
Sorcery
Intensify 2R (Pay this cost as you cast this spell to choose the next mode in sequence.)
Target creature can't block this turn.
Smoke Bomb (Common)
R
Sorcery
Intensify 2R (Choose the next mode for each 2R you spend to cast this spell.)
Seeing as how Arcane doesn't belong in Ravnica, I've revisited this mechanic. I think I've found the right wording in Strive. These ten cards are the rough draft. Some of the names are placeholders. I welcome suggestions for both names and modes. tyia!
Fly Hard (Common)
U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gains flying until end of turn.
• Target creature has base power and toughness 3/3 until end of turn.
• Target creature gains +2/+2 until end of turn.
Magic Eraser (Common)
1U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target player mills two cards.
• Target player mills four cards.
• Target player mills eight cards.
I would very much like a mill card with this mechanic, but it's extremely wordy. Any advice here?
Favorable Odds (Common)
2U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Tap up to two target creatures.
• Draw two cards.
• Untap up to two target creatures.
Deep Thought (Uncommon)
U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Scry 1.
• Scry 3.
• Scry 5.
Accelerated Aether (Rare)
2UU
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• You may cast target sorcery card from your graveyard without paying its mana cost.
• You may cast a sorcery card from your hand without paying its mana cost.
• You may cast a sorcery card from outside the game without paying its mana cost.
Adrenaline Rush (Common)
R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +2/+2 until end of turn turn.
• Target creature has trample until end of turn.
• Target creature deals damage equal to its power to target creature.
Dynamize (Common)
1R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +1/+0 until end of turn.
• Target creature gets +2/+0 until end of turn.
• Target creature gets +3/+0 until end of turn.
Card Name (Common)
2R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• effect
• effect
• effect
Spark Gap (Uncommon)
R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Spark Gap deals 1 damage to target creature.
• Spark Gap deals 2 damage to target creature.
• Spark Gap deals 3 damage to target creature.
Chaos Storm (Rare)
2RR
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Destroy all noncreature artifacts.
• Chaos Storm can’t be countered.
• Destroy all nonbasic lands.
Galvanize creates a flavor disconnect since that word is used more for artifacts, untapping permanents, and lightning spells rather than what you're trying to accomplish here. Empower is an extremely well-worn word, but it does suit this kind of kicker mechanic. User_938036's intensify idea also sounds really good here. It's a shame that amplify is already taken.
It needs to make clear that you get the effects in order. This is what I have right now (also added to the op).
Smoke Bomb (Common)
R
Sorcery
Intensify 2R (Choose the next mode for each 2R you spend to cast this spell.)
Intensify 2R (You may pay an additional 2R up to twice as you cast this spell)
Target creature can't block this turn.
Smoke Bomb deals 3 damage to that creature if you intensified.
Smoke Bomb deals 5 damage to that creature's controller if you intensified twice.
Very few trios of effects can be written with even a single one of them on a single line, so the additional words don't necessarily add lines, and the wording takes less space if you use a single paragraph as on Tremors (though it's probably going to be 5-6 lines on most cards, I'd assume).
Fly Hard (Common)
U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gains flying until end of turn.
• Target creature has base power and toughness 3/3 until end of turn.
• Target creature gains +2/+2 until end of turn.
Magic Eraser (Common)
1U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target player mills two cards.
• Target player mills four cards.
• Target player mills eight cards.
I would very much like a mill card with this mechanic, but it's extremely wordy. Any advice here?
Favorable Odds (Common)
2U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Tap up to two target creatures.
• Draw two cards.
• Untap up to two target creatures.
Deep Thought (Uncommon)
U
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Scry 1.
• Scry 3.
• Scry 5.
Accelerated Aether (Rare)
2UU
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• You may cast target sorcery card from your graveyard without paying its mana cost.
• You may cast a sorcery card from your hand without paying its mana cost.
• You may cast a sorcery card from outside the game without paying its mana cost.
Adrenaline Rush (Common)
R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +2/+2 until end of turn turn.
• Target creature has trample until end of turn.
• Target creature deals damage equal to its power to target creature.
Dynamize (Common)
1R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Target creature gets +1/+0 until end of turn.
• Target creature gets +2/+0 until end of turn.
• Target creature gets +3/+0 until end of turn.
Card Name (Common)
2R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• effect
• effect
• effect
Spark Gap (Uncommon)
R
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Spark Gap deals 1 damage to target creature.
• Spark Gap deals 2 damage to target creature.
• Spark Gap deals 3 damage to target creature.
Chaos Storm (Rare)
2RR
Instant
Intensify (This spell costs 2 more to cast for each mode beyond the first.)
• Destroy all noncreature artifacts.
• Chaos Storm can’t be countered.
• Destroy all nonbasic lands.
The "beyond the first" wording is already used with escalate. As phrased now, I (as a new player) would assume based off of prior exposure that I can choose any mode without paying the intensify cost. Which as I understand it isn't the intent.
Oh, it isn't? Well, I was going to comment on how I don't get why strictly stronger/weaker modes are paired with each other. If you want different "levels" of intensity, then you probably should enumerate them similar to the level up frame and saga
Card Name
Instant (Common)
Intensify <foo> (You may raise this spells intensity by 1 for each additional <foo> you pay.)
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
They're still in the rough. I welcome your design ideas. As I'm this is the second iteration of a two set block consisting of ~510 cards, my creative well is nigh dry.
Great idea!
"Destroy the top N cards of target player's library."
I've proposed this wording here before, and I think it works well as a "keyword" for mill, but it involves changing the definition of the word "destroy" to include cards not on the battlefield. People also bring up indestructible, but I don't think that matters for the same reason a hexproof spell can be targetted by a counterspell.
I think this rules change would probably be best introduced in a set with a major mill theme. If the Dimir are included here, I think this qualifies.